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[null,null,"Titolo",null,"Innovative Technologies and Learning : 7th International Conference, ICITL 2024, Tartu, Estonia, August 14–16, 2024, Proceedings, Part II / / edited by Yu-Ping Cheng, Margus Pedaste, Emanuele Bardone, Yueh-Min Huang"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024"]
[null,null,"ISBN",null,"9783031658846"]
[{"$nulls":4},"9783031658839"]
[null,null,"Edizione",null,"[1st ed. 2024.]"]
[null,null,"Descrizione fisica",null,"1 online resource (272 pages)"]
[null,null,"Collana",null,"Lecture Notes in Computer Science, , 1611-3349 ; ; 14786"]
[null,null,"Disciplina",null,"371.334"]
[null,null,"Soggetti",null,"Education - Data processing"]
[{"$nulls":4},"Computer engineering"]
[{"$nulls":4},"Computer networks"]
[{"$nulls":4},"Application software"]
[{"$nulls":4},"Artificial intelligence"]
[{"$nulls":4},"Computers and Education"]
[{"$nulls":4},"Computer Engineering and Networks"]
[{"$nulls":4},"Computer and Information Systems Applications"]
[{"$nulls":4},"Artificial Intelligence"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"-- STEM/STEAM Education.  -- The Relationship between Research Productivity and Teaching Effectiveness.  -- Teaching Postgraduate Students User Experience Evaluation Through Eye Tracking Technology: An Experiential Learning Approach.  -- Exploring the Impact of Digital Building Blocks on Spatial Self-Efficacy in Adults of Different Genders.  -- A study on elementary school students in the middle grades using mBot robot cars explore local communities in an interdisciplinary curriculum.  -- Play My Math: Second development cycle of an EdTech tool supporting the teaching and learning of fractions through music in algebraic notation.  -- Virtual Game on Everyday Statistics.  -- VR/AR/MR/XR in Education.  -- Immersive Learning Environments: Fostering Self-Directed Learning in Junior High School Students through Virtual Tours.  -- Designing an AR e-book to support STEAM education.  -- Applying the POEC Teaching Strategy to Virtual Reality "]
[{"$nulls":4},"Teaching Activities: A Case Study.  -- The Empirical Research on the Impact of Applying VR Technology to Students' Skill Learning in Machining Processing Courses on Questionnaire Evaluation.  -- Creating a virtual and physical learning environment for business management students - integrating AR and STEM teaching strategies.  -- Effects of an Augmented Reality University Drug Prevention Board Game on University Students' Gaming Anxiety and Flow Experience.  -- Exploring Virtual Collaboration Platforms for Product Design Courses: A Preliminary Evaluation Study.  -- The impact of feedback mechanism in VR learning environment.  -- Application and Design of Generative Artificial Intelligence in Education.  -- Students’ Perceptions of Study Efficacy, Effectiveness, and Efficiency: Effects of Voice assistant Use.  -- Bridging Literature and Code: Empowering Students to Explore Digital Humanities through Generative AI.  -- Enhancing Python Learning through Retrieval-Augmented Generation: A Theoretical and Applied Innovation in Generative AI Education.  -- Use of taxonomy in planning teaching activities in higher education.  -- The Impact of Integrating AI Chatbots and Microlearning into Flipped Classrooms: Enhancing Students' Motivation and Higher-Order Thinking Skills.  -- GAI-assisted personal discussion process analysis.  -- Enhancing Engagement and Motivation in English Writing through AI: The Impact of ChatGPT-Supported Collaborative Learning.  -- Designing Social Robots for Learning: HRI Participatory Design Workshop.  -- Investigating the driving factors of the use of generative AI among college students.  -- AI in Teacher Education: Introductory Training for PreService Teachers involving Microsoft Copilot.  -- Bridging STEM Education and Ubiquitous Learning: A Case Study on Developing a LINE Chatbot with Google's Gemini for Virtual Peer Collaboration.  -- Leveraging OpenAI API for Developing a Monopoly Game-Inspired Educational Tool Fostering Collaborative Learning and Self-Efficacy."]
[null,null,null,"Sommario/riassunto","The two-volume set LNCS 14785 and 14786 constitutes the refereed conference proceedings of the 7th International Conference on Innovative Technologies and Learning, ICITL 2024, Tartu, Estonia, during August 14 -16, 2024. The 60 full papers included in this book were carefully reviewed and selected from 131 submissions. They were organized in topical sections as follows: Part One : Artificial Intelligence in Education; Computational Thinking in Education; Design and Framework of Learning Systems and Pedagogies to Innovative Technologies and Learning. Part Two : STEM/STEAM Education; VR/AR/MR/XR in Education; and Application and Design of Generative Artificial Intelligence in Education."]